Corey 'Greyfox'
Stalker
- Joined
- Nov 30, 2010
- Posts
- 1,841
- Location
- Saskatchewan, Canada
- Avatar Name
- Corey Greyfox Grifydd
DISCLAMER, SOME RANDOM THOUGHTS AHEAD.
Okay just some thoughts floating around my head on the problems with EU.
1-A real economy functions on consumption, if their is no consumption of goods then their is not an economy. How this relates to EU is simple, items decay so their is consumption. Where the problem is, UL items are simply repaired at a terminal, consuming no materials to repair. This then leads to a hole in the economy balance. In real life their are entire buisness' dedicated to repairing and manufacturing parts for repairing items, this in turns creates demand for components, wich inturn creates demand for base materials. With the repair system being controlled by MA, an entire industry and all the demands created by that industry are lost.
2-Crafting is borderline gambling, sure in real life even the most skilled cratsman will screw up from time to time, but not nearly as often as in EU. Perhapse a solution to this would be to greatly increase the success rate in crafting, but also increase the number of materials required by the same multiple. Another option would be to make crafting more successful, but limit the number of any one item allowed to be in play at one time, based on population.(ya I know this would cause problems with UL items)
Thoughts? Opinions?
(And no, I don't care about conspiracies about MA/PP's/Secret avatars/etc..)
Okay just some thoughts floating around my head on the problems with EU.
1-A real economy functions on consumption, if their is no consumption of goods then their is not an economy. How this relates to EU is simple, items decay so their is consumption. Where the problem is, UL items are simply repaired at a terminal, consuming no materials to repair. This then leads to a hole in the economy balance. In real life their are entire buisness' dedicated to repairing and manufacturing parts for repairing items, this in turns creates demand for components, wich inturn creates demand for base materials. With the repair system being controlled by MA, an entire industry and all the demands created by that industry are lost.
2-Crafting is borderline gambling, sure in real life even the most skilled cratsman will screw up from time to time, but not nearly as often as in EU. Perhapse a solution to this would be to greatly increase the success rate in crafting, but also increase the number of materials required by the same multiple. Another option would be to make crafting more successful, but limit the number of any one item allowed to be in play at one time, based on population.(ya I know this would cause problems with UL items)
Thoughts? Opinions?
(And no, I don't care about conspiracies about MA/PP's/Secret avatars/etc..)